The King of Fighters XIII/Leona: Difference between revisions

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{{Nutshell|
{{Nutshell|
Fill this in with a general overview of the character.
This woman of few words is quite an intense personality.  Leona is a character that commands the air space with air throw option selects, great air-to-air normals, and more or less the best air-to-air and air-to-ground Desperation Move in the game.  She is supplemented with good grounded normal attacks for aerial control, but she lacks a really deep jump-in attack for hopping pressure compared to rushdown oriented characters.  Thus, she is more optimized for good defensive play as well as offensive play in the manner of controlling the opponent's options rather than trying to break their defenses.  But in lieu of hopping pressure, she has some devastating instant overhead attacks that combo into special attacks and Desperations Moves for the knockdown (though unsafe on block if she reads the opponent incorrectly.)  Leona is a great character that fits with those that really like to zone and space while having a few aces up their sleeves.
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Revision as of 03:35, 23 November 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Leona Heidern

KOFXIII-Leona Face.png

In a nutshell

This woman of few words is quite an intense personality. Leona is a character that commands the air space with air throw option selects, great air-to-air normals, and more or less the best air-to-air and air-to-ground Desperation Move in the game. She is supplemented with good grounded normal attacks for aerial control, but she lacks a really deep jump-in attack for hopping pressure compared to rushdown oriented characters. Thus, she is more optimized for good defensive play as well as offensive play in the manner of controlling the opponent's options rather than trying to break their defenses. But in lieu of hopping pressure, she has some devastating instant overhead attacks that combo into special attacks and Desperations Moves for the knockdown (though unsafe on block if she reads the opponent incorrectly.) Leona is a great character that fits with those that really like to zone and space while having a few aces up their sleeves.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
low cancel
Standing Heavy Punch
kof.sp
80
Close Heavy Punch
Close kof.sp
40+70
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
40×2
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
1st hitbox: cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high cancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high cancel
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 40
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high cancel
Vertical Jumping Heavy Kick
u , kof.sk
Jump: 70
Hop: 68
high cancel
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 80
Hop: 70
softknockdown cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Strike Arch
f + kof.lk
70
high hardknockdown
Strike Arch (canceled-into)
f + kof.lk
50
specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
Issetsu Seoi Nage
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Moon Slasher
d (charge) u + p
p : 80
p (furthest distance): 60
ex : 160
softknockdown
Grand Saber
b (charge) f + k
p : 70
ex : 90×2
softknockdown
Baltic Launcher
b (charge) f + p
kof.lp : 20×9
kof.sp : 20×13
ex : 25×13
Earring Bakudan
qcb + k
k : 65
ex : 120
softknockdown
X-Calibur
qcb + p
p : 60
ex : 25×6
aironly
p : softknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
V-Slasher
qcf hcb + p
p : 220
ex : 340
aironly startupinv softknockdown
ex : maxcancel
Slash Saber
qcb hcf + k
0+20×7+60
softknockdown maxcancel
Leona Blade
qcb hcf + kof.lp + kof.sp
450
furthest distance: 180
softknockdown

Console Changes

  • Strike Arch (f+B) has faster startup.
  • Baltic Launcher (b~f+P) does less guard crush damage.
  • Grand Saber (b~f+K) has slower recovery on block. Leona recovers about even when the heavy version is blocked.
  • Moon Slasher (d~u+P) has less pushback on block. All versions (light, heavy, EX) are easier for opponents to punish than in Arcade.
  • EX X-Calibur (qcb+AC) comes out faster. It still cannot be comboed from a normal or command normal.
  • Heavy V-Slasher (qcf hcb+P) has a different angle; light version goes a short range, heavy goes far. EX version is the same as in Arcade.

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Vertical Jumping Heavy Kick (Up.gif, Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • Strike Arch (Right.gif + Snkb.gif) -

Throw

  • Issetsu Seoi Nage (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • Moon Slasher (Down.gif [charge] Up.gif + Punch.gif) -
    • Ex.png Moon Slasher (Down.gif [charge] Up.gif + Snka.gif + Snkc.gif) -
  • Grand Saber (Left.gif [charge] Right.gif + Kick.gif) -
    • Ex.png Grand Saber (Left.gif [charge] Right.gif + Snkb.gif + Snkd.gif) -
  • Baltic Launcher (Left.gif [charge] Right.gif + Punch.gif) -
    • Ex.png Baltic Launcher (Left.gif [charge] Right.gif + Snka.gif + Snkc.gif) -
  • Earring Bakudan (Qcb.gif + Kick.gif) -
    • Ex.png Earring Bakudan (Qcb.gif + Snkb.gif + Snkd.gif) -
  • X-Calibur (Qcb.gif + Punch.gif) -
    • Ex.png X-Calibur (Qcb.gif + Snka.gif + Snkc.gif) -

Desperation Moves

  • V-Slasher (Air Down.gifDownright.gifHcb.gif + Punch.gif) -
    • Ex.png V-Slasher (Air Down.gifDownright.gifHcb.gif + Snka.gif + Snkc.gif) -
  • Slash Saber (Down.gifDownleft.gifHcf.gif + Kick.gif) -
  • Leona Blade (Down.gifDownleft.gifHcf.gif + Snka.gif + Snkc.gif) -

Tips and Tricks

  • To get the Drive Cancel from d~u+P to b~f+K, input d~u+P as db~ub+P, and then simply hold ub to f+K for b~f+K.
  • Leona's cl.D has a longer activation range than cl.C and is marginally faster. As a result, you may end up wanting to use it as a combo starter more than cl.C, which will result in slightly less damage.
  • You can add an additional cr.B in the low combos if you are close enough, but it's pretty strict.
  • Leona cr.B links into cr.C. You can squeeze some extra damage out with this link, but it's not really that important.
  • Instant Overhead (IOH) jA can be done from forward, backward, and neutral hops and hyperhops, lending it more overall versatility and safeness than neutral jump jD as an instant overhead, at the cost of a bit less damage.

Combos

0% Drive

0 Bar

  • cl.C f+B xx qcb+A - (202, 27)
  • cr.B st.B f+B xx qcb+A - (175, 21)

Two easy basic bnbs that will work midscreen.

  • IOH j.A xx qcb+A - (97, 11)
  • IOH vj.D xx qcb+A - (127, 15)

As previously explained, j.A is overall a safer a more versatile IOH than j.D. Note that air qcb+A does not combo from back hyperhop j.A except in the corner..

  • charge b~f+P j.CD (190, 25 - Varies)

Leona's Baltic Launcher is a pretty solid neutral move, and can work to anti air if done early, or as a frametrap. Because it has juggle, you should be following it up with something if it hits. The damage can vary a bit on all of the combos involving them if you anti air, as they may not hit the whole projectile, and depending on the version you use.

  • (near corner) charge b~f+P charge b~f+K charge d~u+C (220, 30 - Varies)

A version can only be followed up with this combo if it hits an airborne opponent.

  • (corner only) cl.C f+B xx qcb+C, charge d~u+C - (250, 33)
  • (corner only) cr.B st.B f+B xx qcb+C, charge d~u+C - (202, 24)

Corner combos for good meterless damage.

1 Bar

  • cl.C f+B air qcfhcb+P - (338, 19)
  • cr.B st.B f+B air qcfhcb+P - (290, 10)

Leona's basic DM combos. This is very important to learn, as her meterless damage is fairly lacklustre and getting used to using the move in combos will help it feel more natural in IOHs or air to airs.

  • (near corner) (cr.B) cr.C xx charge b~f+BD charge d~u+C - (304, 15)

Corner carry combo.

  • IOH j.A qcf hcb+P - (249, 3)
  • IOH vj.D qcb hcf+P (279, 7)

Now this is why Leona's IOH's are so scary. Learn to utilize these, but try to learn to hitconfirm as well.

  • charge b~f+P air qcfhcb+P - (280, 20 - Varies)
  • (near corner) charge b~f+P charge b~f+K air qcfhcb+P (300, 30 - Varies)

More damaging juggle followups to Baltic. The A version on the corner combo will only work if it hits an airborne opponent.

  • qcb+K qcbhcf+K - (265, 8)

Leona's Grenade throw is difficult to combo off effectively if it's non EX, so Slash Saber is your best chance if you can react in time.

  • qcb+BD j.CD - (196, 8)

EX Grenade throw comes out extremely fast, so is overall a more useful zoning tool, but if you can't convert the use of it into a super it's not really a good idea to use it.

2 Bar

  • cl.C f+B air qcfhcb+AC - (423, 19)
  • cr.B st.B f+B air qcfhcb+AC - (375, 10)
  • charge b~f+P qcfhcb+AC - (320, 20 - Varies)

Self explanatory.

  • (near corner) (cr.B) cr.C xx charge b~f+BD air qcfhcb+P - (423, 7)

You may prefer this combo for it's corner carry potential.

  • qcb+BD air qcfhcb+P - (329, 0)

EX grenade throw juggles for much longer, meaning you should be using V-Slasher to followup instead if you can.

3 Bar

  • (near corner) (cr.B) cr.C xx charge b~f+BD air qcfhcb+AC - (508, 7)

Your best possible combo without using drive.

  • qcb+BD air qcfhcb+AC - (426, 0)

This is a LOT of damage for getting hit by a fireball, can help shift the momentum of a match very quickly.

50% Drive

0 Bar

  • (near corner) cr.B cr.A charge d~u+C (DC) charge b~f+D, charge d~u+C (248, 28)

This combo works at roughly 1/3 of the screen distance to the corner.

  • (corner only) cl.C f+B qcb+C, charge d~u+C (DC) charge b~f+D charge d~u+C(344, 45)
  • (corner only) cr.B st.B f+B qcb+C, charge d~u+C (DC) charge b~f+D charge d~u+C (296, 36)

These combos are pretty useful but overall it's usually worth just saving the HD if you can't use meter with them too.

1 Bar

  • cl.C f+B xx qcb+A (SC) qcfhcb+P - (368, 27)
  • cr.B st.B f+B xx qcb+A (SC) qcfhcb+P - (330, 18)

The damage increase on these combos from the non drive ones is fairly insignificant, but if you need the damage midscreen, it's worth knowing.

  • cr.B cr.A xx charge d~u+C (DC) charge b~f+BD, charge b~f+D - (325, 20)

This is mostly a corner carry combo, as it will move the opponent a fair distance to the corner. If you are close enough, make sure to use the following combos instead.

  • (near corner) (cr.B) cr.C xx charge b~f+BD charge d~u+C (DC) charge b~f+K, charge d~u+C - (405, 27)
  • (near corner) cr.B cr.A xx charge d~u+C (DC) charge b~f+K, air qcfhcb+P - (360, 20)
  • (corner only) cl.C f+B qcb+C, charge d~u+C (DC) charge b~f+D air qcfhcb+P (454, 39)
  • (corner only) cr.B st.B f+B qcb+C, charge d~u+C (DC) charge b~f+D air qcfhcb+P (408, 30)

These combos are basically Leona's core meter+drive bnbs, and are what you're mostly saving up for. Very important to be able to do. To input the V-Slasher super fast enough, input the qcfhcb while still grounded, in the animation of the charge b~f+D, then roll to up back and press punch. This tiger knees the input, making it much easier.

  • IOH j.A xx air qcb+A (SC) qcf hcb+P - (300, 11)
  • IOH vj.D xx air qcb+A (SC qcb hcf+P (325, 15)

Another instance of only worth using if you are in need of damage desperately.

2 Bar

  • cl.C f+B xx qcb+A (SC) qcfhcb+AC - (457, 27)
  • cr.B st.B f+B xx qcb+A (SC) qcfhcb+AC - (409, 18)

You know the drill, spend the HD if you really need the damage, otherwise avoid.

  • cr.B cr.A xx charge d~u+C (DC) charge b~f+BD, qcbhcf+K - (438 14)

A corner carry combo that also does pretty good damage. This is one of the very few practical uses of Leona's Slash Saber DM, as the move does less damage than V-Slasher. Avoid using this if near the corner for this reason.

  • (near corner) (cr.B) cr.C xx charge b~f+BD charge d~u+C (DC) charge b~f+K, air qcfhcb+P - (525, 21)
  • (near corner) cr.B cr.A xx charge d~u+C (DC) charge b~f+K, air qcfhcb+AC - (439, 20)
  • (corner only) cl.C f+B qcb+C, charge d~u+C (DC) charge b~f+D air qcfhcb+AC (523, 39)
  • (corner only) cr.B st.B f+B qcb+C, charge d~u+C (DC) charge b~f+D air qcfhcb+AC (475, 30)

Another set of important combos.

  • IOH j.A xx air qcb+A (SC) qcf hcb+AC - (391, 11)
  • IOH vj.D xx air qcb+A (SC) qcbhcf+AC (416, 15)

You guessed it, save the bar if you can.

3 Bar

  • (near corner) (cr.B) cr.C xx charge b~f+BD charge d~u+C (DC) charge b~f+K, air qcfhcb+AC - (598, 21)
  • (near corner) cr.B cr.A xx charge d~u+C (DC) charge b~f+BD, air qcfhcb+AC - (511, 14)
  • (corner only) cl.C f+B qcb+C, charge d~u+AC (DC) charge b~f+D air qcfhcb+AC (603, 33)
  • (corner only) cr.B st.B f+B qcb+C, charge d~u+AC (DC) charge b~f+D air qcfhcb+AC (555, 34)

Leona's core corner combos at their best. This is pretty much the best damage you're going to get without using a HD combo.

100% Drive

4 Bar

  • cl.C (HD) cl.C xx qcb hcf+K (MC) qcb hcf+AC (733, 15)

Basic Strategy

Advanced Strategy

Frame Data